1st PFS game - Gorum Cleric Advice


Advice


First PFS game is tomorrow and I would appreciate any advice. I see him as a big fun loving guy with a soft spot, until the fight starts. Using domain abilities for a little damage boost, spells for buffs, channels for out of combat healing.

Human Level 1 Cleric of Gorum
Domains: Destruction and strength:ferocity subdomain
STR 18 (16+2)
DEX 12
CON 10
INT 8
WIS 14
CHA 14
FeatHD1: Toughness
FeatHMN: Extra Channel
Traits: reactionary, ???

Trained skills: Perception +3, Heal +6
Favored Class Bonus: +1 hp
Greatsword 2d6+6


I have a soft spot in my heart for traits that give bonus gold, like Rich Parents (+900 gp). What level one character wouldn't like some masterwork equipment or start with some minor magic items or buff potions?

Silver Crusade

For skill ranks, there's no mechanical difference between a 7 or 8 intelligence. Either way, you'll get the minimum 1 skill rank, plus one more for being human. That's 2 per level, either way. So the only difference is that the 7 will get you -2 instead of -1 on some skills, but you won't have enough skill ranks to be good at any skills, anyway, so who cares?

The 2 extra build points would go well on your constitution. As a front liner, there's no such thing as too many HP.

If you're really only planning to heal between fights, you'll be able to get a Wand of Cure Light Wounds with your first 2 prestige points to cover that. And hopefully, most of the other characters at the table will carry one to cover their own healing. Channeling is nice, but not really necessary unless you're really focused on the healing role, which as a battle cleric, you won't be. So I wouldn't bother with the Extra Channel, unless you find yourself using lots of healing, at which point you can pick it up later.

On the other hand, if you're going 14 charisma anyway, Selective Channeling is nice, so you can exclude 2 bad guys from your channels if you ever do find yourself in a bad enough situation to channel during a fight.

Since your hands will be full with your 2 handed sword, you might want to consider the Birthmark trait, so you don't need to hold a holy symbol while casting. The saving throw boost that goes with it doesn't suck, either.

Liberty's Edge

Not enough Constitution. Seriously, Con is one of the most important stats in the game. Drop Cha to 12 and you can get a 13 (14 at 4th), and only lose one Channel a day. Or drop Int to 7 for a 12, as a Human it won't cost you any skill points.

For your second Trait, if you're taking Perception, Seeker gives you that as a Class Skill (though it's only available from Ultimate Campaign).

I'd replace one of your Feats with Heavy Armor Proficiency. It couldn't be more in-them for Gorum and is one of the single best Cleric Feat choices. You could wait for level 3 for it...except that you'll want Power Attack then, and 5th is too late for to wait for it, IMO. Personally, I'd skip the Extra Channeling. Channeling is great at low levels, but it becomes more mediocre as you level, since it doesn't scale real well.

On a thematic note, I'd put a rank in Knowledge (Religion) at some point soon. Actually, I'd skip Heal for it this level (grabbing it next, if you like), but that's putting theme over mechanical effectiveness, I admit.

Other than that, looks pretty good.

Silver Crusade

Nazerith wrote:
I have a soft spot in my heart for traits that give bonus gold, like Rich Parents (+900 gp). What level one character wouldn't like some masterwork equipment or start with some minor magic items or buff potions?

That one's not legal in Pathfinder Society play.


I have thought about Rich Parents. with the standard 150 gp, the great sword and scale mail take up 100 gp of my starting cash. But I see the guy as a downtrodden member of society, maybe as a CG Chelaxian, who never really fit in until he went the way of the pathfinders. Guess I could say it was go away and leave the family alone money.


Have you considered channeling negative energy and going Channel Smite + Guided Hand?


Fromper wrote:
Nazerith wrote:
I have a soft spot in my heart for traits that give bonus gold, like Rich Parents (+900 gp). What level one character wouldn't like some masterwork equipment or start with some minor magic items or buff potions?
That one's not legal in Pathfinder Society play.

Ultimate Campaign isn't PFS legal?


rich parents isn't legal? oh well

Silver Crusade

Nazerith wrote:
Fromper wrote:
Nazerith wrote:
I have a soft spot in my heart for traits that give bonus gold, like Rich Parents (+900 gp). What level one character wouldn't like some masterwork equipment or start with some minor magic items or buff potions?
That one's not legal in Pathfinder Society play.
Ultimate Campaign isn't PFS legal?

Not everything from every book is allowed in PFS. The Additional Resources page lists all the details. That's one of the few traits that's explicitly called out as not allowed.


Darigaaz the Igniter wrote:
Have you considered channeling negative energy and going Channel Smite + Guided Hand?

I have considered it, but i'm not sure there will be any healing there tomorrow, not even a healstick. And I can always change that decision before leveling up to second level, right?


Deadmanwalking wrote:

Not enough Constitution. Seriously, Con is one of the most important stats in the game. Drop Cha to 12 and you can get a 13 (14 at 4th), and only lose one Channel a day. Or drop Int to 7 for a 12, as a Human it won't cost you any skill points.

For your second Trait, if you're taking Perception, Seeker gives you that as a Class Skill (though it's only available from Ultimate Campaign).

I'd replace one of your Feats with Heavy Armor Proficiency. It couldn't be more in-them for Gorum and is one of the single best Cleric Feat choices. You could wait for level 3 for it...except that you'll want Power Attack then, and 5th is too late for to wait for it, IMO. Personally, I'd skip the Extra Channeling. Channeling is great at low levels, but it becomes more mediocre as you level, since it doesn't scale real well.

On a thematic note, I'd put a rank in Knowledge (Religion) at some point soon. Actually, I'd skip Heal for it this level (grabbing it next, if you like), but that's putting theme over mechanical effectiveness, I admit.

Other than that, looks pretty good.

so you would suggest something like this:

Human Level 1 Cleric of Gorum
Domains: Destruction and strength:ferocity subdomain
STR 18 (16+2)
DEX 12
CON 14
INT 7
WIS 14
CHA 12
FeatHD1: Toughness
FeatHMN: Heavy Armor Prof.
Traits: reactionary, seeker

Trained skills: Perception +6, Heal +6
Favored Class Bonus: +1 hp
Greatsword 2d6+6
HP = 14 at first level


From your brief description, I'd go take a look at the Warpriest from the ACG playtest document. It's a free download and the class is allowed in PFS. Only problem with the class is it's MAD for stats.

Otherwise, my opinion, if you want to play a divine melee, go paladin. PFS sessions rarely gives you time to pre-buff before a battle. Which really hurts the melee cleric as it takes a round or 3 of casting to be scary.

Traits - There's a Trait guide in the sticky guide to guide thread at the top of the advice column. It's a bit dated but still has some good info in it.

If you have the books grab the racial: Sacred Tattoo for the Half Orc and the trait: Fate's Favored.
Fate's Favored is from the Ultimate Campaign and adds a +1 to all luck abilities.
Sacred Tattoo is from the Advance Race Guide and gives you a +1 Luck bonus to your saves (+2 with the Trait: Fate's Favored)
Then when you use Divine Favor on yourself, that's also a Luck bonus which, with Fate's Favored Trait, increases by +1.


Matt2VK wrote:

From your brief description, I'd go take a look at the Warpriest from the ACG playtest document. It's a free download and the class is allowed in PFS. Only problem with the class is it's MAD for stats.

Otherwise, my opinion, if you want to play a divine melee, go paladin. PFS sessions rarely gives you time to pre-buff before a battle. Which really hurts the melee cleric as it takes a round or 3 of casting to be scary.

Traits - There's a Trait guide in the sticky guide to guide thread at the top of the advice column. It's a bit dated but still has some good info in it.

I did think about warpriest, but for my first PFS game I didn't want to be learning a new class for the first sessions. And, I have played a lot of clerics dating back to 1e and the basic red box, so i'm kinda familiar with them.

Note: edit for typos

Lantern Lodge

Fromper ninja'ed what I was going to say, so just to suggestions.

Yes, you can change anything you wish about your character until you play the character at level 2+.

That being said, I'd do what Fromper suggested, make the Int 7 instead of 8; one of the best things about being human is that no matter what, you get 2 skill points per level (min of 1 SP from class, then the human +1).

I'd also drop the Extra Channel for Selective Channel. With a 14 Cha, you can usually make sure to not affect (most of) the bad guys while combat healing the party.

One last thing to consider if you're going to do PFS long term is perhaps make the Strength 17 instead of 18. Yes, I know for the early levels, the -2 damage and -1 to hit is going to hurt, but the point buy you get back means you can have a 14 Con instead: at level 1 you'd be walking with an impressive 14 HP if you keep Toughness and the +1 HP Favored Class Bonus.

For your last trait, if you happen to get the PDF of it, the Faction Guide has a cool trait called Exalted of the Society that offers 1 extra channel a day. Birthmark is great since you always have your divine focus, and Fate's Favored plus Divine Favor = early level awesomeness.


I edited my post to add this -

If you have the books grab the racial: Sacred Tattoo for the Half Orc and the trait: Fate's Favored.
Fate's Favored is from the Ultimate Campaign and adds a +1 to all luck abilities.
Sacred Tattoo is from the Advance Race Guide and gives you a +1 Luck bonus to your saves (+2 with the Trait: Fate's Favored)
Then when you use Divine Favor on yourself, that's also a Luck bonus which, with Fate's Favored Trait, increases by +1.


Mulgar wrote:
Darigaaz the Igniter wrote:
Have you considered channeling negative energy and going Channel Smite + Guided Hand?

I have considered it, but i'm not sure there will be any healing there tomorrow, not even a healstick. And I can always change that decision before leveling up to second level, right?

Sure. Just remember to swap your Str and Wis scores so you're still at the same to-hit and can still qualify for power attack.


Thank you all very much for the advice.

Here is what I am going with:

Human Level 1 Cleric of Gorum
Domains: Destruction and strength:ferocity subdomain
STR 18 (16+2)
DEX 12
CON 14
INT 7
WIS 14
CHA 12

FeatHD1: Toughness
FeatHMN: Heavy Armor Prof.

Traits: Birthmark, Fate's Favored
Trained skills: Perception +3, Heal +6
Favored Class Bonus: +1 hp

Greatsword +4 2d6+6 (2d6+8 with destructive smite and ferocious strike)
HP = 14 at first level
AC = 16 (scale mail + 1 dex)

Channel, 4 per day 1d6

spells: bless, divine favor, true strike(d)


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Pathfinder Roleplaying Game Superscriber

That's a solid PFS character and it will scale well as you move up.


Just be sure you have the books, PDF, or a watermarked copy for that stuff.


Matt2VK wrote:

Just be sure you have the books, PDF, or a watermarked copy for that stuff.

Ya, I'm good. I've spent way to much money on pathfinder books.


off to game, I'll let you know how it went.


Raglum, favored of Gorum, was successful. The Master of the Fallen Fortress is no more.

Thank you all for you advice. Raglum, favored of Gorum, sent many enemies off to their final resting place. There were glorious battles.

Liberty's Edge

Yay! Glad we could be of assistance. :)

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